User prompt
when health becomes 4 or more cannonballs should appear twice as often, when health becomes 2 or less cannonballs should appear half as often.
User prompt
when health becomes 5 or more cannonballs should appear twice as often, when health becomes 3 or less cannonballs should appear half as often.
User prompt
balls going off the edge of the screen is also the end of the game
User prompt
don't add more than 10 health
User prompt
make it impossible to spawn a coffer closer than 200 pixels from the balls, coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
end game when you run out of health
User prompt
when decreasing and adding health, align all health in the middle of the screen
User prompt
track the opacity of the cannonball and make it possible for the cannonball to interact with balls only when the cannonball is fully visible
User prompt
make the game start at 3 health, but make it possible to add more than 3 health
User prompt
coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
make it impossible to spawn a coffer closer than 200 pixels from the balls
User prompt
make the game start at 3 health.
User prompt
make it possible to add more than 3 health
User prompt
when balls collide with the chest, add one health and align all health in the middle of the screen
User prompt
when balls collide with a coffer, the coffer must disappear and a coin must be shown in its place for 2 seconds.
User prompt
coffer should not be born closer than 500 pixels to the edges of the screen
User prompt
Add a coffer to the game, the coffer should appear at a random location on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
remove the chest from the game.
User prompt
Fix Bug: 'ReferenceError: interactableChest is not defined' in or related to this line: 'if (LK.ticks % (10 * 60) === 0 && !interactableChest.isVisible) {' Line Number: 371
User prompt
remove the chest from the game.
User prompt
completely redo the chest birth, the chest should appear in a random place on the map every 10 seconds of the game and disappear after 10 seconds.
User prompt
make the first birth of a chest possible only 10 seconds after the start of the game
User prompt
the first birth of a chest is not possible until 10 seconds have passed since the start of the game
User prompt
The chest should appear for the first time after 10 seconds of the game start
User prompt
The chest should appear for the first time after 10 seconds of the game start
/**** * Classes ****/ // Explosion class var Explosion = Container.expand(function () { var self = Container.call(this); var explosionGraphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); self.show = function (x, y) { self.x = x; self.y = y; self.alpha = 1; // Set a timeout to hide the explosion after 2 seconds LK.setTimeout(function () { self.destroy(); }, 2000); }; }); // RightPaddle class var RightPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('rightPaddle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.moveUp = function () { self.y -= self.speed; }; self.moveDown = function () { self.y += self.speed; }; }); // LeftPaddle class var LeftPaddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('leftPaddle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.moveUp = function () { self.y -= self.speed; }; self.moveDown = function () { self.y += self.speed; }; }); // Ball class var Ball = Container.expand(function () { var self = Container.call(this); this.ballGraphics = null; var ballAsset = Math.random() < 0.5 ? 'ball' : 'ball2'; this.ballGraphics = self.attachAsset(ballAsset, { anchorX: 0.5, anchorY: 0.5 }); self.velocity = { x: 5, y: 5 }; self.move = function () { self.x += self.velocity.x; self.y += self.velocity.y; }; self.reset = function () { self.x = 2048 / 2; self.y = 2732 / 2; var randomDirection = Math.random() < 0.5 ? -1 : 1; self.velocity = { x: 5 * randomDirection, y: Math.random() * 8 - 4 }; // Smoothly swap the ball asset with a fade out and fade in effect self.removeChild(self.ballGraphics); var newBallAsset = self.velocity.x < 0 ? 'ball' : 'ball2'; self.ballGraphics = self.attachAsset(newBallAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Start fully transparent }); // Animate the alpha property to fade in the new ball var fadeDuration = 30; // Duration in ticks var fadeStep = 1 / fadeDuration; var currentTick = 0; var fadeIn = function fadeIn() { if (currentTick < fadeDuration) { self.ballGraphics.alpha += fadeStep; currentTick++; } else { LK.off('tick', fadeIn); // Stop the animation when done } }; LK.on('tick', fadeIn); }; }); // Background class var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); // Set background to cover the entire game area backgroundGraphics.width = 2048; backgroundGraphics.height = 2732; // Position the background in the center self.x = 2048 / 2; self.y = 2732 / 2; }); // Health class var Health = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.attachAsset('health', { anchorX: 0.5, anchorY: 0.5 }); // Set the initial alpha to fully visible self.alpha = 1; // Position the health icon based on its index self.setPosition = function (index, totalIcons) { var iconWidth = healthGraphics.width; var spacing = 10; var totalWidth = totalIcons * (iconWidth + spacing) - spacing; self.x = (2048 - totalWidth) / 2 + index * (iconWidth + spacing); self.y = 100; }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.show = function (x, y) { self.x = x; self.y = y; self.alpha = 1; // Set a timeout to hide the coin after 2 seconds LK.setTimeout(function () { self.destroy(); }, 2000); }; }); // Coffer class var Coffer = Container.expand(function () { var self = Container.call(this); var cofferGraphics = self.attachAsset('coffer', { anchorX: 0.5, anchorY: 0.5 }); self.show = function () { // Position the coffer at a random location do { self.x = Math.random() * (2048 - cofferGraphics.width - 1000) + 500 + cofferGraphics.width / 2; self.y = Math.random() * (2732 - cofferGraphics.height - 1000) + 500 + cofferGraphics.height / 2; } while (Math.hypot(ball.x - self.x, ball.y - self.y) < 200 || self.x < 500 + cofferGraphics.width / 2 || self.x > 2048 - 500 - cofferGraphics.width / 2 || self.y < 500 + cofferGraphics.height / 2 || self.y > 2732 - 500 - cofferGraphics.height / 2); self.alpha = 1; self.intersected = false; // Set a timeout to hide the coffer after 10 seconds LK.setTimeout(function () { if (!self.intersected) { self.destroy(); } }, 10000); }; }); // Cannonball class var Cannonball = Container.expand(function () { var self = Container.call(this); var cannonballGraphics = self.attachAsset('cannonball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.move = function () { self.y += self.speed; // Start fading the cannonball 1000 pixels before the top edge of the screen if (self.y < 1000) { var fadeOutStep = self.alpha / (1000 / Math.abs(self.speed)); self.alpha -= fadeOutStep; if (self.alpha < 0) { self.alpha = 0; } // Ensure alpha doesn't go below 0 } }; self.reset = function () { self.x = Math.random() * (2048 - 1000 - cannonballGraphics.width) + 500 + cannonballGraphics.width / 2; self.y = 2732 - cannonballGraphics.height / 2; self.alpha = 0; // Start fully transparent var fadeInDuration = 60; // Duration in ticks (1 second at 60FPS) var fadeStep = 1 / fadeInDuration; var fadeInTick = 0; var fadeIn = function fadeIn() { if (fadeInTick < fadeInDuration) { self.alpha += fadeStep; fadeInTick++; } else { LK.off('tick', fadeIn); // Stop the animation when done } }; LK.on('tick', fadeIn); }; }); /**** * Initialize Game ****/ // Initialize paddles and ball // Define the paddle asset // Define the ball asset var game = new LK.Game({ backgroundColor: 0x92c7f3 // Init game with blue background }); /**** * Game Code ****/ // Instantiate and add background to the game var background = game.addChild(new Background()); // Define the ball asset // Define the paddle asset // Initialize paddles var leftPaddle = game.addChild(new LeftPaddle()); var rightPaddle = game.addChild(new RightPaddle()); var ball = game.addChild(new Ball()); // Set initial positions leftPaddle.x = 50; leftPaddle.y = 2732 / 2; rightPaddle.x = 2048 - 50; rightPaddle.y = 2732 / 2; // Initialize health icons var healthIcons = []; var totalHealthIcons = 3; // Set the initial total health icons to 3 var maxHealthIcons = 10; // Set the limit on the maximum number of health icons to 10 for (var i = 0; i < totalHealthIcons; i++) { var healthIcon = game.addChild(new Health()); healthIcon.setPosition(i, totalHealthIcons); healthIcons.push(healthIcon); } ball.reset(); // Game tick event LK.on('tick', function () { // Move the ball ball.move(); // Ball collision with top and bottom if (ball.y <= 0 || ball.y >= 2732) { ball.velocity.y *= -1; } // Ball collision with paddles and adjust the rebound angle if (ball.intersects(leftPaddle) && ball.velocity.x < 0 || ball.intersects(rightPaddle) && ball.velocity.x > 0) { ball.velocity.x *= -1; // Randomize the rebound angle slightly to prevent endless bouncing ball.velocity.y += (Math.random() - 0.5) * 4; // Ensure the ball's vertical velocity is within bounds if (ball.velocity.y > 5) { ball.velocity.y = 5; } if (ball.velocity.y < -5) { ball.velocity.y = -5; } // Initiate fade out of the current ball asset ball.ballGraphics.alpha = 1; var fadeOutDuration = 15; // Duration in ticks for fade out var fadeStep = 1 / fadeOutDuration; var fadeOutTick = 0; var fadeOut = function fadeOut() { if (fadeOutTick < fadeOutDuration) { ball.ballGraphics.alpha -= fadeStep; fadeOutTick++; } else { LK.off('tick', fadeOut); // After fade out, swap the ball asset and fade it in ball.removeChild(ball.ballGraphics); var newBallAsset = ball.velocity.x < 0 ? 'ball' : 'ball2'; ball.ballGraphics = ball.attachAsset(newBallAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Start fully transparent }); // Animate the alpha property to fade in the new ball var fadeInDuration = 15; // Duration in ticks for fade in var fadeInStep = 1 / fadeInDuration; var fadeInTick = 0; var fadeIn = function fadeIn() { if (fadeInTick < fadeInDuration) { ball.ballGraphics.alpha += fadeInStep; fadeInTick++; } else { LK.off('tick', fadeIn); // Stop the animation when done } }; LK.on('tick', fadeIn); } }; LK.on('tick', fadeOut); } // Ball out of bounds if (ball.x <= 0 || ball.x >= 2048) { LK.showGameOver(); } // Chest appearance and interaction logic var coffers = game.children.filter(function (child) { return child instanceof Coffer; }); coffers.forEach(function (coffer) { if (coffer.intersects(ball) && !coffer.intersected) { coffer.intersected = true; // Add one health icon without exceeding the maxHealthIcons limit if (healthIcons.length < maxHealthIcons) { var healthIcon = game.addChild(new Health()); healthIcons.push(healthIcon); // Realign all health icons in the middle healthIcons.forEach(function (icon, index) { icon.setPosition(index, healthIcons.length); }); updateCannonballTimer(); } coffer.destroy(); } }); // Cannonball collision with ball and show explosion var cannonballs = game.children.filter(function (child) { return child instanceof Cannonball; }); cannonballs.forEach(function (cannonball) { if (cannonball.intersects(ball)) { // Remove one health if (healthIcons.length > 0) { var lastHealthIcon = healthIcons.pop(); lastHealthIcon.destroy(); // Realign all health icons in the middle healthIcons.forEach(function (icon, index) { icon.setPosition(index, healthIcons.length); }); updateCannonballTimer(); } // If no health left, end the game if (healthIcons.length === 0) { LK.showGameOver(); } // Show explosion var explosion = game.addChild(new Explosion()); explosion.show(ball.x, ball.y); // Destroy the cannonball if (cannonball) { cannonball.destroy(); } } }); }); // Game tick event LK.on('tick', function () { // Move the ball ball.move(); // Ball collision with top and bottom if (ball.y <= 0 || ball.y >= 2732) { ball.velocity.y *= -1; } // Ball collision with paddles and initiate a smoother ball asset transition if (ball.intersects(leftPaddle) && ball.velocity.x < 0 || ball.intersects(rightPaddle) && ball.velocity.x > 0) { ball.velocity.x *= -1; // Initiate fade out of the current ball asset ball.ballGraphics.alpha = 1; var fadeOutDuration = 15; // Duration in ticks for fade out var fadeStep = 1 / fadeOutDuration; var fadeOutTick = 0; var fadeOut = function fadeOut() { if (fadeOutTick < fadeOutDuration) { ball.ballGraphics.alpha -= fadeStep; fadeOutTick++; } else { LK.off('tick', fadeOut); // After fade out, swap the ball asset and fade it in ball.removeChild(ball.ballGraphics); var newBallAsset = ball.velocity.x < 0 ? 'ball' : 'ball2'; ball.ballGraphics = ball.attachAsset(newBallAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Start fully transparent }); // Animate the alpha property to fade in the new ball var fadeInDuration = 15; // Duration in ticks for fade in var fadeInStep = 1 / fadeInDuration; var fadeInTick = 0; var fadeIn = function fadeIn() { if (fadeInTick < fadeInDuration) { ball.ballGraphics.alpha += fadeInStep; fadeInTick++; } else { LK.off('tick', fadeIn); // Stop the animation when done } }; LK.on('tick', fadeIn); } }; LK.on('tick', fadeOut); } // Ball out of bounds if (ball.x <= 0 || ball.x >= 2048) { ball.reset(); } // Move cannonballs game.children.forEach(function (child) { if (child instanceof Cannonball) { child.move(); // Remove cannonball if it goes off the top of the screen if (child.y + child.height / 2 < 0) { child.destroy(); } } }); }); // Touch event listeners for paddles game.on('down', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); // Determine which paddle to control based on touch position if (pos.x < 2048 / 2) { leftPaddle.y = pos.y; } else { rightPaddle.y = pos.y; } }); game.on('move', function (obj) { var event = obj.event; var pos = event.getLocalPosition(game); // Update paddle position based on touch movement if (pos.x < 2048 / 2) { leftPaddle.y = pos.y; } else { rightPaddle.y = pos.y; } }); // Timer to launch a cannonball every 10 seconds var cofferTimer = LK.setInterval(function () { var newCoffer = new Coffer(); newCoffer.show(); game.addChild(newCoffer); }, 10000); var cannonballInterval = 10000; var updateCannonballTimer = function updateCannonballTimer() { if (healthIcons.length >= 4) { cannonballInterval = 5000; } else if (healthIcons.length <= 2) { cannonballInterval = 20000; } else { cannonballInterval = 10000; } LK.clearInterval(cannonballTimer); cannonballTimer = LK.setInterval(function () { var newCannonball = new Cannonball(); newCannonball.reset(); game.addChild(newCannonball); }, cannonballInterval); }; var cannonballTimer = LK.setInterval(function () { var newCannonball = new Cannonball(); newCannonball.reset(); game.addChild(newCannonball); }, cannonballInterval);
===================================================================
--- original.js
+++ change.js
@@ -316,8 +316,9 @@
// Realign all health icons in the middle
healthIcons.forEach(function (icon, index) {
icon.setPosition(index, healthIcons.length);
});
+ updateCannonballTimer();
}
coffer.destroy();
}
});
@@ -334,16 +335,8 @@
// Realign all health icons in the middle
healthIcons.forEach(function (icon, index) {
icon.setPosition(index, healthIcons.length);
});
- // Adjust cannonball appearance frequency based on health count
- if (healthIcons.length >= 5) {
- cannonballInterval = 5000; // Appear twice as often
- } else if (healthIcons.length <= 3) {
- cannonballInterval = 20000; // Appear half as often
- } else {
- cannonballInterval = 10000; // Default frequency
- }
updateCannonballTimer();
}
// If no health left, end the game
if (healthIcons.length === 0) {
@@ -447,8 +440,15 @@
game.addChild(newCoffer);
}, 10000);
var cannonballInterval = 10000;
var updateCannonballTimer = function updateCannonballTimer() {
+ if (healthIcons.length >= 4) {
+ cannonballInterval = 5000;
+ } else if (healthIcons.length <= 2) {
+ cannonballInterval = 20000;
+ } else {
+ cannonballInterval = 10000;
+ }
LK.clearInterval(cannonballTimer);
cannonballTimer = LK.setInterval(function () {
var newCannonball = new Cannonball();
newCannonball.reset();
ancient nautical chart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
head of the wind god that blows wind on ancient maps, Middle Ages, black and white, wind from the mouth. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
scrub
pirate treasure chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
anchor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cannonball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion, black and white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.